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Name: Sendor Xercysq
Age: 28
Race: Creshinni
Appearance: Humanoid; dark greyish skin generally wearing some sort of hood, harnas or helmet and thick leathery robes.



Personality: Sendor though pleasant in conversation, holds an air of intimidation and coldness. He is intelligent and persistent, eager and relentless, but also rather cutthroat and merciless when opportunity strikes. He is quite pragmatic and businesslike to the point where he can be considered coldhearted.

Country: Creshinibon

City: Traghar

Occupation: 8th of the 14, a powerful order of cultists who have been running the Country as the major political power, their money and knowledge have created a cutthroat society where it literally is a land for scorpions and wolves.

Talents:

• Lying
• Reading people’s expressions and mannerisms
• Shadow work
• Poisons

Background:

Sendor is a young upcoming marksman in the rather dog eat dog world of the City’s notorious society. The Traghar 14 is a cult of some significance, being responsible for some serious changes over the last couple of years.
They’re notoriety is of such a level that they are the stuff nightmares are made off, mothers tell their young children of the Traghar 14 and their ritualistic practices, praying to the Darkness of the Void and worshipping Gods that would sooner betray them than pay their prayers any heed.

For now this will be the set up for the villain.
I can play him or her unless you want to play it real badly, I hadn't decided on particular motive just yet so I would need a little longer for the villain's char post.
Name: Haelion Magnameara
Age: - not yet known
Race: Uisge
Appearance:



Personality: A well informed young man, intelligent and speaks with a calm demeanor asserting his control over a situation. His wisdom has grown from his experience in the Holy Augur’s Palace and whilst his outward appearance may appear secretive or deceptive, he is far from it.
He also easily offers his trust when it concerns those of higher rank as they were raised to uphold honour and unquestioning loyalty.
He is rather serious and does rarely laugh or lose his composure genuinely.
He is hotheaded when it comes to disloyalty and disdains lying or the breaking of oaths.

Country: Uiscean
A gorgeous place where water literally is the lifeblood of the land, it is ruled by His Holiness, the Holy Grand Augur Primereon Muire Maerenre. He serves as both their spiritual leader as well as their King, wise and revered throughout Uiscean.
The people hold a strong connection to the water and call upon its Gods for blessings.
The people are predominantly fairskinned, though it is customary to hide once's visage due to myths and lore surrounding looking upon one's face or reflection.
If you were to see them unveiled they are said to be enchanting, their eyes capable of pulling you in and demanding your attention. Their smile capable of causing comfort or fear, depending on its meaning.
It is said they drowned their enemies to suck out their souls and feed upon them as they had none of their own, but this is not true.

City: Vahadash Le’ti (Dawn’s Crown)



Occupation:
Fyrst Mece; A position of honour and trust, it is basically something similar to a head of the honorary guard as it means ‘First Blade’ in Eiagho the language of the Uisge.

Talents:

• He speaks several languages as it is common for the Fyrst Mece to understand and pick out potential threats.

• As the Fyrst Mece he is a skilled swordsman and trained in combat tactics.

• A love for Wulai a specific game requiring strategy and dice.

• A love for lore and ancient myths.

Background:

Born from a noble family his position in life was always a precarious one. It was imprinted on them early to be obedient, honour bound, dutiful and brave.
Sadly it is a simple fact that other the middle children get overlooked, where the Eldest has had expectation put upon them and the youngest allowed to find their own path, often the Middle child falls into this void of in between and often left to their own devices, not praised or concerned about, nor the secret favourite.
They must suffer the simple truth of indifference and silently accept the fact that they are simply ‘the spare’.
The only way to escape this fate is if they gain some sort of reputation and gain fame or infamy by either their deeds or their associations.
Advantages marriages are oft not only a strategic alliance, but it also allows the middle child to escape their fate and potentially shape something more out of it.

Haelion is the middle child. His Elder brother is heir to the Magnameara fortune and title of Lord of Tintagel, the Seashore Keep.
His younger brother meanwhile is rather infamous and his rather ‘free spirited nature’ is a blemish on their family name, say nothing of his many dalliances.
Despite this Haelion loves them both deeply, though perhaps also quite capable of murdering them as well, figuratively speaking of course.
He received a noble’s education and training, never truly needing to worry about whether he would eat that night.
When he started his journey to become a Mece however this changed. They were put through all sorts of trials, those of the mind and those of the body all meant to strengthen one’s resolve, devotion and understanding of their position and power.
It was humbling to say the least.
It took him years to finally be deemed ready and be ordained, receiving his Mece title when reaching adulthood. From thereon he continued to impress the Holy Grand Augur and his fellow Mece’s until he received the most honoured position of Fyrst Mece a couple of years hence.
His Holiness had to decide upon whom he would send as an emissary on this particular important mission and this was when Haelion was ordered to become Uiscean’s Emissary.

How's this?
Oh sorry for misunderstanding then.
Well logic wise would dictate that chosen dignitaries never traveled alone, but how about this:
They set up base camp, the three of us enter whatever we enter and after our 'third one' betrays us we can't return the way we came, as he/she might have trapped us or knocked us out/wounded us so we couldn't follow.
Potentially the support group could be lied to by said third party or killed/sacrificed to suit his/her own purposes.
Forcing us to have to work together to brave whatever dangers we encounter.
That would mean they would still be with the three of them.

But the whole journey on the ship is not really necessary and just filler if you ask me. I'd start with them arriving on the island, setting foot on the soil.
Assuming they have stuck to themselves with potential grudges, distrust, prejudices of the others, they'll now have to deal with one another, where as at the ship they might have avoided the others.

But yeah an ooc would be nice, I don't do discord so I would prefer it if we could keep it on site.
all right well it was just a thought.
Well I can play more than one, but we can just let him/her escape and be forced to chase after them, so we can delay that particular bit.

Well it would be fun if it was a set back of sorts, like a curse of sorts, like you want to be a rogue, well due to the magicbond you have you now also have an evil double that holds the same powers and strength as you.

Or in the case of elemental magic a certain corruption spreads through the body every time it is used altering the character.

With healing magic it is costly for the characters body and life force as you take on said wounds/poisons ect.

Light or shadow magic result in the spirit leaving the body, thus the body being an easy target.

Psychic or Mental powers you become blind.

Shapeshifting is straining on the memories of the mind and thus risk of losing one's self.

How's that?
Perfectly fine
I see, well I like the idea of it being a living magic kind of thing. Perhaps it is too complex for our societies to comprehend, save from the one thing.
It 'gave' us magic.
Naturally, that would create chaos, especially if the magic differs. A new struggle for control could be an outcome of it. Assuming there is a current tentative peace existing.
What if...and I am just thinking here, if there are as you said three emissaries; our third companion betrays us and steals the artifact. Thus resulting into us working together so we may stop them before they enable their entire people to wield magic or use it for more malignant purposes?

I'd go magic that is either dependant on the wielder (like Gandalf or Merlin) or on its environment (like bending the elements from Avatar).

But I'd put a price on wielding it, if not for drama's sake then for the sake of character building, as I'd like to fiddle around with it and/ or it potentially could be why our third companion betrays us.
I'm starting to bubble with all sorts of ideas here.

I'd prefer medieval-renaissance times as could potentially get your early guns in there should you want to wield those and I can have my swords and castles grin*

Sphere:


Venderfar the 2nd Moonday,

A Dwarven Mystic scribbles his letters rapidly, his fingers stained with the ink of the many messages he had already send out, these would be his last for the day.
Gazing outside he could see the strange pale light stare back at him. It was unnerving to say the least.
Word had gotten around that all across Sphere itself these mysterious pillars of Light had popped up.
No one knows exactly where they came from or who is behind it, but all agree that they are made of extra ordinary magic.
It has the Order of Mystics in an uproar, the few brave ones that have attempted to touch the Light or magically interact with it vanished without a trace and it has all the races of Sphere concerned.
Could this be part of one of the prophecies of old?
As scholars scour the old tomes, shamans and priests pray to their Gods and Spirits for guidance. Unlike the commonfolk. They seek to avoid them entirely.
They are of the mind that it cannot be a good thing. That it is infact a bad omen of things that are to come.
Some even speak of the End Times, in which the Great Serpent Walrathir returns to devour the Sun.
Tosk was of a similiar mind, though perhaps not as cataclysmic as all that.
But whoever was behind it was powerful and in a world like theirs this meant that the balance could easily shift again. The 250 years of peace would be severely tested it seemed with the coming of these, these things...
It was why Tosk Jurgensturm has called upon capable young adventurers.
He was offering a reward for helping him find out what exactly was going on.
What are these pillars of light? What are they used for? And if they proved malignant to find a way to terminate them.
He finished another and put the scroll into the small leather container that he strapped onto his messengerbirds. He send his messages out to all lands of Sphere, hoping to find someone who would be willing to aid him.
But deep in his heart a gnawing feeling eats away at him, as he releases the bird his eyes rest upon the pillar again and shakes his head in dismay. Something feels terribly off about them.

So fellow adventurers...
Will you take up the challenge?

Races to be played:

With this world filled with magic, naturally there are all types of creatures out there, both good and bad, but naturally not all will open to be played as.
My main requirement will be is that your character will be a humanoid on two legs.
Preferably one that can walk, due to the journey aspect of the story.
This due to the fact that there will be human societies that will have hunted down critters for either their fur, magic properties, scales, horns ect.
So please pm me first with your character concept, so I may check whether it doesn’t cause mayhem with potential rules.

Rules surrounding the most common races:


Humans – Capable of being proficient in both Sword and Magic, currently the most numerous of the species on Sphere, relatively sociable, free spirited and short of lifespan in comparison to the other races. They have their kingdoms, cities and villages, with the occasional travelling group of merchants of entertainers.
Magic is restricted to 3 types:

- Binding and Summoning (The magic is always dependant upon the wielder’s own willpower)
- Elemental (Very dependant upon the wielder’s body as it serves as a conduit and the power of concentration; you cannot do two things at once as Elemental magic is highly volatile when uncontrolled.)
- Healing and Tapping (Magic that alters the flow of lifeforce, either absorbing it or releasing it, allowing it to flow into another; This magic is very dependent on the body’s heart and lifeforce)



Elves – Those of Day and Night, equally as tall as Humans yet also vastly different. The fierce clans of Athsunasil and the enchanting Moonsingers of the Ena’asii are as dangerous as they are beautiful.
Hunters and Shapers of nature, Masters of their Elements and of the Gifts of Night and Day, which is some say is elder magic.
They are not as hospitable or kind as they are often portrayed.
In fact they nearly won the last great war were it not for the timely interference of the Dwarves.
They clans live separately and sometimes wandering souls find themselves in Human or Dwarven cities. Usually passing through or because they were disgraced and forced to leave their Elvenkin behind.
The current peace is frail and the Children of Suna’ahn are intending on reclaiming Sphere.

Elemental (Unlike humans Elves can call forth magic provided they carry the appropriate tattoos as for them calling upon an Element is associated with calling one of their Gods. They are trained in the preferred element since childhood and are often almost complete masters of it when they reach adulthood.)

- Gifts of Night (Shadow sorcery basically, allowing one to go unseen, create illusions and tricks and grants one the Eyes of Night; to see in the Dark as clear as during the day.)
-Gifts of Day (Allowing one to wield Light Magic, which is creation magic; allowing one to form Protective barriers, Burning Light/ Weapons of Light and to Unspell enchantments.


Dwarves – The Eldest race and Master craftsmen, Lore keepers and storytellers, currently maintaining the peace between the other races as they ultimately won the armistice race, subduing and talking sense into the warring factions.
They live in the Great Dwarven cities or roam the land as Merchants and Mystics, overall friendly they maintain a love for all that is of metal make.


Spiritkind – You are also allowed to play a Spiritkind. A spiritkind is basically a lost or sundered soul ripped from its vessel. Without a vessel you cannot survive on Sphere for very long, thus most Spiritkind go looking for a new host. For if they would not find a host then ultimately they would be forced to heed the call and return to the Flame Imperishable.
So basically you would be tied to another body, a pact would have to be made which is a forbidden form of magic as it cheats on Death and it is a stickler for the rules.
There is however a catch, the body you inhabit must be a willing one, if forced upon another the magic will warp and chain you to another, melting you together into a half mad abomination.
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